75 lines
3.1 KiB
Plaintext
75 lines
3.1 KiB
Plaintext
===============================================================================
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SPOUT OVERLAYS by Kevin Bulgrien
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===============================================================================
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This is a first run at creating a set of overlays that may be reused in a
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number of combinations:
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pour_spout.arc
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pour_spout.base.111.png : A wall spout with nothing coming out of it. To be
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placed on top of wall facings A or B, or possibly
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even 2 and 8. Not designed for use with "short"
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walls like bwall, cave, dun, etc, but, a spout
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could be created for them too.
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pour_h2o.arc
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pour_h2o.base.111.png
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pour_h2o.base.112.png
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pour_h2o.base.113.png
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pour_h2o.base.114.png : Animated pouring water to be placed over top of
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the pour spout. This arch and associated graphics
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are not quite perfected. The water is a bit to
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dark for sea tiles, though might work for the
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darker river water.
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===============================================================================
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GRAPHICS
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===============================================================================
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The spout.xcf contains many individual layers of components used to create the
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above artwork. Note that the water design was quite easy. A single color
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water was drawn, then GIMP's Filters | Noise | HSV Noise... was used to vary
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the color. The effect of the filter is somewhat random, so it was a simple
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matter to generate variants of the water to make the water look like it was
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flowing.
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HSV Noise settings that seemed reasonable were as follows:
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Holdness: 2
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Hue: 3
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Saturation: 63
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Value: 63
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The water is too dark to match the sea tiles, but might match the river water
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colors.
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The flowing water needs to be wider to show up the animation on 32x32 tiles.
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It is even a bit hard to see at 64x64 in jxclient.
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The graphics are still in RGB format instead of INDEXED form, so they are not
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compressed as well as they could be. The conversion to INDEXED should be done
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before releasing the graphics.
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===============================================================================
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POSSIBILITIES
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===============================================================================
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The possibilities of modular overlays becomes more evident if one concsiders
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things like the following.
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Use the same pour_spout.arc on any "tall" wall for a number of variations
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on the wall/spout theme.
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Now, increase the variability by writing new replacement for pour_h2o.arc
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along the lines of pour_blood.arc, pour_sewage.arc, pour_fire.arc, etc.
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===============================================================================
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PROBLEMS
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===============================================================================
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Presently pour_spout.arc and/or pour_h2o.arc cause a wall piece placed below
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them to disappear. Only the floor graphic is visible. This is probably a
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map layer issue, so some experimentation will have to be done to figure out
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how to get the wall piece to stay visible below the spout and animated water.
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